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Rocksmith 2014

Rocksmith 2014 is "as clear as it possibly can be"

We talk to creative director Paul Cross about making the best guitar teacher on the market even more user friendly and inviting.

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Gillen McAllister caught up with creative director Paul Cross to discuss the changes made to the concept and how the new edition does a better job of teaching you how to play the guitar.

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"When we finished Rocksmith over to years ago we knew it wasn't perfect," said Paul Cross. "And when you come to market with a new IP as if you look at the first Assassin's or the first you know pick your poison, you'll always be in a situation where we couldn't do everything we wanted to. Maybe we made a decision along the way or there was a technical limitation that stop us from being able to deliver exactly what we dreamt of as well."

Cross went on to say how the team read all the feedback from players and reviewers and how that has also shaped the "all-new 2014 edition". One issue Gillen found with the game was that it perhaps wasn't the most fluent experience at all times.

"I didn't realise that was an issue until I started playing more and more DLC," said Cross. "And I started to start at higher levels and started to push things. Instead of playing pure dynamic difficulty and building one note at a time I was skipping ahead. And then I'd be like "woah, what was that?" and then go "oh, okay, that's not as clear as it could be". So with Rocksmith 2014 we think it is as clear as it possibly can be."

Rocksmith 2014 hits PC, PS3, and Xbox 360 next week.

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Rocksmith 2014Score

Rocksmith 2014

REVIEW. Written by Gillen McAllister

"It's definitely an improvement over the first. The team have done good."



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